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Temtem: Swarm News

Temtem: Swarm Beta Playtest is now over, but this is not the end!

Temtem: Swarm's Beta Playtest is now officially over!
Thank you so much for all your reactions and feedback: thanks to you we even launched two updates for Swarm during the Beta period that have made the game better than it was!

This is not the end, though: a new chance for everyone to try Temtem: Swarm is approaching fast. More news on it this week, but lemme say we hope to see you all there!πŸ‘πŸ‘

Thanks again, and we hope those who played enjoyed the newest item in the Temtem universe!



See you soon, Tamers πŸ’™

The third wave of entries to the Playtest is live, welcome to 4000 of you!

Hi Tamers!
We went a little crazy on this last wave of entries! The last wave has now gone out to 4142 randomly selected new players who will get access to the Temtem: Swarm Beta playtest!ːtempigepicː



Remember to check your inbox, as Steam sends an e-mail to let you know when you've been selected! Keep in mind the Beta Playtest will last until October 1st, and you can enjoy it endlessly until then.

Also! Our Discord server is the best place to report any bugs, find people to play co-op with, and share your thoughts.

It's such a nice moment! ːtemloveː This is the last wave of entries, and the biggest one so far. Very excited to see 4000 more people enjoying the upcoming game in the Temtem universe! We even launched a patch today to ensure the 4000 new players get a good, polished experience, even as a Beta. Check out the patch here.

If Lady Luck wasn't on your side and you didn't get in today, there'll be another chance to try the game soon, we promise!

Have fun, Tamers!

Patch 0.4.9.2 (Beta Playtest)

New stuff


Fluid Barrier + is now obtainable through Kudos and can appear in the level up pool.




Improvements


Temtem Hitboxes have been hugely tweaked to make them closer to the actual Tem body.
  • All playable Tems and almost all enemy Tems have had their hitboxes tweaked.
  • This will make it easier to narrowly escape difficult situations without getting hit, but it will also make it harder to land your techniques on the enemies.
  • This affects many areas in the game, so there are some visual changes too (Tems will get closer between them, closer to the environment obstacles, etc).
  • This has been one of the main hurdles of players during the playtest so we wanted to make sure to address it before the playtest was over. The changes made should be very noticeable while playing, and should improve the overall experience. We’re eager to hear your feedback on this change!





We’ve reworked the indicator before a boss is going to charge.
  • Boss charges are intended to work like they are working right now, going in a straight line but swerving or diverting from that straight line if a player is close enough, to get closer to the player to try and hit them.
  • The new indicator should hopefully better reflect this behavior.





Techniques with a fully randomized target (like Crystal Spikes or Fire Tornado) will now have a set chance of hitting an enemy.
  • The base probability to hit a Temtem instead of a randomized location is 20%.
  • However, this probability is affected by the player’s Luck stat, reaching a 65% chance with the perfect build for Luck.
  • Random techniques have been another notorious pain issue in the playtesting. With this change we aim to keep these techniques as strong as they are now, but giving them a better probability of hitting an enemy, while also giving Luck some more gameplay uses so building it nets the players better results.


Experience cubes color and scale has been tweaked.
  • Following user feedback, colors now match the colors of gears rarity, so they are white ➜ green ➜ blue ➜ purple ➜ gold.
  • We have also applied a little scaling to each rarity tier to make them more noticeable and juicy.


Added a sound when a new Spot marker appears.
Added sound for the countdown when a match starts in a Co-op lobby.



Balance


We are pretty happy with the previous patch, but it mostly affected the early game and early stages of progression. With this patch, however, we’re aiming at also getting a little control over the craziness when users start getting overpowered, with high-level techniques and more progression in the Skill Trees. We’ve noticed the early game is in a super good spot right now, but players scale too much and too quickly, so by the time bosses arrive they are unstoppable and bosses can’t even pose a realistic threat.

We’ve also increased the overall difficulty in Deniz, which was almost at the level of Cipanku, and made it much harder because players were reaching it with higher levels of progression. Almost all the enemies in Deniz are now stronger, and we also dedicated some time to improving Oceara to turn her into a much bigger threat with the reworked Sanative Rain.

Even with all the nerfs in the previous patch, Pigepic was still much stronger than the rest of the playable Tems, so we’ve revisited its whole moveset to further balance its damage output.

Last but not least, we’ve spent some time reworking the aimed techniques we currently have. Aimed techniques have been one of the most common complaints in user feedback and there are several solutions to make them feel better. To keep the strategy around aimed techniques intact, this time we opted to rework them so they are quicker to cast, notably reducing their cooldowns so you can better predict when a new technique is going to be used, and making it so failing one projectile doesn’t hurt that much because the next one will appear quicker.


[h2]Temtem[/h2]
Pigepic
Damage has been reduced 14 ➜ 12

[h2]Swarm[/h2]
Tateru
HP has been increased 40 ➜ 42
Damage has been increased 30 ➜ 32
Paharo
HP has been increased 60 ➜ 63
Damage has been increased 12 ➜ 13
Fomu
HP has been increased 24 ➜ 25
Damage has been increased 10 ➜ 11
Bigu
HP has been increased 90 ➜ 94
Damage has been increased 40 ➜ 42
Kaku
HP has been increased 35 ➜ 36
Damage has been increased 10 ➜ 11
Umishi
HP has been increased 50 ➜ 52
Damage has been increased 10 ➜ 11
Ukama
HP has been increased 100 ➜ 105
Damage has been increased 12 ➜ 13
Droply
HP has been increased 70 ➜ 73
Damage has been increased 20 ➜ 21

[h2]Bosses[/h2]
Piraniant
HP has been increased 1560 ➜ 1950
Oceara
HP has been increased 3250 ➜ 3800
Sanative Rain now heals much faster and its area applies slow to players.
Nessla
Small tweaks to their behaviour so they better aim players after doing the charge.

[h2]Stages[/h2]
Cipanku
Increased enemy count on rounds 16, 17, and 18.
Deniz
Increased enemy count on rounds 16, 17, and 18.

[h2]Techniques[/h2]
Soul Technique (as in the technique used when you are knocked-out in coop and become a ghost/soul)
Cooldown has been increased 2.5 ➜ 3.75
Knockback has been reduced 3.5 ➜ 2.5
Data Burst
Damage at level 5 has been reduced 20 ➜ 16
Fire rate at level 5 has been increased 0.35 ➜ 0.4
Data Burst +
Damage has been reduced 15 ➜ 10
Data Corruption
Damage at level 5 has been reduced 25 ➜ 22
Data Corruption +
Damage has been reduced 20 ➜ 15
Turbo Attack
Cooldown at level 1 has been increased 5 ➜ 5.5
Cooldown at level 2 has been increased 5 ➜ 5.5
Cooldown at level 3 has been increased 4 ➜ 4.5
Cooldown at level 4 has been increased 4 ➜ 4.5
Cooldown at level 5 has been increased 3 ➜ 3.5
DC Beam
Damage at level 5 has been reduced 24 ➜ 20
DC Beam +
Damage has been reduced 30 ➜ 26
Crit. damage has been reduced 75% ➜ 50%
Thunder Strike
Damage at levels 1 and 2 has been increased 18 ➜ 21
Damage at levels 3 and 4 has been increased 26 ➜ 21
Damage at level 5 has been reduced 30 ➜ 27
Projectiles at level 5 have been increased 3 ➜ 4
Cooldown at level 1 has been reduced 6.5 ➜ 6
Cooldown at level 5 has been increased 3 ➜ 4
Crit. damage at levels 4 and 5 has been reduced 75% ➜ 60%
Thunder Strike area is now affected by Sonar.
Sparkling Bullet
Damage at level 1 has been reduced 20 ➜ 9
Damage at level 2 has been reduced 20 ➜ 10
Damage at level 3 has been reduced 22 ➜ 10
Damage at level 4 has been reduced 26 ➜ 11
Damage at level 5 has been reduced 30 ➜ 13
Cooldown at level 1 has been reduced 10 ➜ 4.5
Cooldown at level 2 has been reduced 8.5 ➜ 4
Cooldown at level 3 has been reduced 8.5 ➜ 3.5
Cooldown at levels 4 and 5 has been reduced 7 ➜ 3
Toxic Ink
Cooldown at level 5 has been increased 4 ➜ 5
Water Blade
Fire rate has been increased 0.75 ➜ 0.5
Damage at level 1 has been reduced 18 ➜ 12
Damage at levels 2 and 3 has been reduced 21 ➜ 14
Damage at level 4 has been reduced 21 ➜ 15
Damage at level 5 has been reduced 25 ➜ 16
Cooldown at level 1 has been reduced 2.5 ➜ 1.5
Cooldown at levels 2 and 3 has been reduced 2 ➜ 1
Cooldown at levels 4 and 5 has been reduced 1.5 ➜ 0.75
Water Cannon
Cooldown at level 2 has been increased 7 ➜ 7.5
Cooldown at level 3 has been increased 6 ➜ 7
Cooldown at level 4 has been increased 5 ➜ 6.5
Cooldown at level 5 has been increased 4 ➜ 6
Water Cannon +
Cooldown has been increased 4 ➜ 5
Wave +
Cooldown has been increased 2.5 ➜ 3
Duration has been reduced 2.5 ➜ 2
Boomerang
Cooldown has been increased 2.5 ➜ 3
Boomerang +
Cooldown has been increased 2.5 ➜ 3
Wind Blade +
Projectiles have been reduced 3 ➜ 2
Crit. chance has been reduced 60% ➜ 40%
Speed has been reduced 7.5 ➜ 7
Tornado
Cooldown at level 4 has been increased 3 ➜ 3.5
Cooldown at level 5 has been increased 2 ➜ 3
Tornado +
Cooldown has been increased 3 ➜ 4
Duration has been reduced 5 ➜ 4

[h2]Items[/h2]
Removed the fallback that gave Average Crystals in chests when giving a perk was not possible (because the player already had a full build).


Fixes


  • Fixed a softlock with incorrect save handling on users that had a specific region set in their PC.
  • Fixed a softlock occurring when leaving a run while evolving.
  • Fixed a couple of crash instances.
  • Fixed unlocking Tems just by completing the Capture spot instead of picking the egg.
  • Fixed Powerful Tems not giving their usual reward when defeated inside a Pansun Feast spot.
  • Fixed effectiveness not working correctly on enemies with double typing.
  • Fixed healing items not being able to be picked by other players if one player tried to pick it before with full health.
  • Fixed Data Burst projectiles not impacting if fired very near of an enemy.
  • Fixed a box in Deniz which could spawn unpickable items.
  • Fixed DC Beam not showing the correct upgrade values at level 4.
  • Fixed some more places in Deniz where players could get stuck after using the dash.
  • Fixed collisions on one boat in Deniz.
  • Fixed a black line appearing in a specific spot in Cipanku.
  • Fixed music not getting changed when a boss appears for coop guests.
  • Fixed gears showing incorrect parameters when displayed in the Pause menu.

A Tsunami of Beta Playtest entries approaches!

2000 players have already tried the Temtem: Swarm Beta and we're inviting 2000 more to try it this Friday!



If you want to be part of the new 2000 players, here's how!
  • Make sure you have requested access to the playtest and wishlisted Temtem: Swarm here!
  • Those (randomly) selected will get an e-mail from Steam. Make sure you check your inbox that day!
  • Beta ends on October 1st, and you can enjoy it endlessly until then!


This is the last wave of entries, and the biggest one so far! We're very excited to welcome 2000 new players to the Swarm universe!
Remember you can join our Discord server to report any bugs, find people to play co-op with, and share your thoughts.

See you this Friday!

Temtem: Swarm – Patch Notes v0.4.9.1 (Beta Playtest)

Important notice: We're opening the gates and letting in a new wave of 800 players to the Playtest later today. Remember you will get an e-mail from Steam if you've been randomly selected.

Balance


Considering the initial player feedback and analytics for the Playtest, we believe it’s a bit too easy to progress through the main stages right now. We’ve tweaked multiple systems and stats to improve this feeling, especially making bosses stronger while slightly weakening all playable Tems. We’ve also increased the number of enemy Tems in Deniz to make it relatively more difficult than Cipanku, and made projectile-based enemies more menacing and notorious. Lastly, we’ve nerfed Pigepic’s synergies because they were simply too strong compared to other available synergies.

With all these changes we expect to improve the player experience and the difficulty feeling. Temtem: Swarm should feel like a challenging game that you master more and more through each run, especially by investing your time and earned Pansuns in the Skill Trees. A game like this with so many different interacting systems is very hard to fine-tune and perfect, so expect many more balance patches in the future.


Temtem


    Oree
  • HP has been reduced 260 ➜ 220

    Zaobian
  • HP has been reduced 340 ➜ 290

    Platypet
  • HP has been reduced 200 ➜ 170

    Platox
  • HP has been reduced 270 ➜ 230

    Platimous
  • HP has been reduced 360 ➜ 305

    Innki
  • HP has been reduced 240 ➜ 205

    Pigepic
  • HP has been reduced 190 ➜ 160


Kudos
  • The Kudo for avoiding damage with Hologram has been reduced 15.000 ➜ 3500


Stages


    Cipanku
  • Increased enemy count on round 3
  • Added new rounds at 17:00 and 20:00

    Deniz
  • Increased enemy count on rounds 2, 3, 9, 10, 11, 14 and 16
  • Added new rounds at 17:00 and 20:00
  • Added Saipat as an enemy in some rounds


Swarm


    Paharo
  • SPD has been increased 2.3 ➜ 2.4

    Paharac
  • SPD has been increased 2.6 ➜ 2.7

    Fomu
  • SPD has been increased 1.8 ➜ 2

    Wiplump
  • HP has been increased 125 ➜ 130

    Kaku
  • HP has been increased 32 ➜ 35

    Umishi
  • SPD has been increased 2.3 ➜ 2.6

    Ganki
  • HP has been increased 24 ➜ 27

    Garyo
  • HP has been increased 130 ➜ 140
  • Enemies with projectiles (Hoglip & Ukama) will now attack from further away
  • The SPD of Swarm projectiles has been increased


Bosses


    Cycrox
  • HP has been increased 430 ➜ 560
  • Noxious Rain range has been reduced 20 ➜ 17

    Golzy
  • HP has been increased 800 ➜ 1040

    Nessla
  • HP has been increased 2000 ➜ 2600

    Granpah
  • HP has been increased 600 ➜ 780
  • Spawns 2 seconds faster

    Piraniant
  • HP has been increased 1200 ➜ 1560
  • Spawns 2 seconds faster

    Oceara
  • HP has been increased 2500 ➜ 3250
  • Spawns 2 seconds faster


Techniques


    Ki Field
  • Damage has been reduced 2 ➜ 0.5

    Wind Blade
  • Damage at levels 2, 3 and 4 has been reduced 24 ➜ 23
  • Damage at level 5 has been reduced 28 ➜ 25

    Boomerang +
  • Damage has been reduced 24 ➜ 21

    Wind Blade +
  • Damage has been reduced 28 ➜ 25
  • Crit. chance has been reduced 85% ➜ 60%
  • Crit. damage has been reduced 35% ➜ 30%
  • Knockback has been reduced 2 ➜ 1
  • Duration has been reduced 3.5 ➜ 2.25
  • Co-op boost: Crit. damage has been reduced 25% ➜ 20%

    Tornado +
  • Damage has been reduced 24 ➜ 20
  • Cooldown has been increased 2.5 ➜ 3
  • Duration has been reduced 5 ➜ 4

    Wave
  • Speed at levels 1 and 2 has been reduced 4.25 ➜ 4
  • Speed at levels 3 and 4 has been reduced 5 ➜ 4.5
  • Speed at level 5 has been reduced 6 ➜ 5
  • Area at levels 4 and 5 has been reduced +50% ➜ +25%
  • Damage at levels 3 and 4 has been reduced 16 ➜ 13
  • Damage at level 5 has been reduced 20 ➜ 15

    Wave +
  • Damage has been reduced 30 ➜ 23
  • Fire rate has been increased 0.5 ➜ 0.75
  • Cooldown has been increased 2.25 ➜ 2.5
  • Duration has been reduced 3 ➜ 2.5
  • Speed has been reduced 7 ➜ 6


Items
  • The level up fallback for Pansuns has changed from a Pansuns Bag (30 Pansuns) to a Tiny Crystal (5 Pansuns).
  • The healing amount of recovery items has been reduced:
    • Cherry 45 ➜ 40
    • Peach 70 ➜ 60
    • Dragonfruit 90 ➜ 75
    • Watermelon 115 ➜ 100


Fixes


  • Fixed always getting offered an upgrade and two new perks in the level up screen when the player has a complete build of gears and techs. Now the desired rules should apply, so if you have pending upgrades to do, the system should offer more upgrades than new perks to replace.
  • Fixed some cases where the level up offerings forced players to pick a new gear when all gear slots were equipped already.
  • Fixed Techniques resetting to level 0 when discarding the gear that made the synergy possible. Now they’ll reset to where they should (level 5).
  • Fixed not being able to move after acquiring a synergy while doing multiple chained level ups.
  • Fixed Innki’s Electric Damage Skill node having an incorrect value (25% ➜ 15%).
  • Fixed Innki’s Trait Gain Skill node having an incorrect value (0.25% ➜ 0.5%).
  • Fixed Zaobian not turning orange when using its Ultimate.
  • Fixed some pickables not being able to be picked.
  • Fixed Ki Field’s fire rate being reset when pausing the game.
  • Fixed an infinite invincible bug caused by picking two invulnerability items next to each other.
  • Fixed the Reanimation Kit stopping to work for the rest of the players if one left the game.
  • Fixed an inaccessible box in Deniz.
  • Fixed healing items getting stuck in some areas when bouncing from the players.
  • Fixed a couple of areas in Deniz where players could get stuck by dashing into it.
  • Fixed Plasma Ball not being counted as a Technique that can be improved with electric damage.
  • Fixed some enemies being immune to Ki Field damage.
  • Fixed the Kudo for blocking damage with Divine Inspiration not being able to be progressed.
  • Fixed not being able to navigate through the Kudos Overview screen when using a gamepad.
  • Fixed music stopping before it should when defeating a mini-boss when the boss is already knocked-out.
  • Fixed the sound when selecting a Temtem ignoring the volume settings.
  • Fixed the Skill Tree’s reset all action being displayed with an incorrect prompt.
  • Fixed the evolution animation to be duplicated sometimes.
  • Fixed Divine Inspiration Duration skill description.
  • Fixed a visual bug causing flickering when someone in a co-op party was using DC Beam.
  • Fixed the healing items’ markers appearing over some UIs.
  • Fixed Protein Bar’s rarity progression.
  • Fixed invulnerability item having a desync between the visuals and the sound if the game was paused or the player leveled up.
  • Fixed some circumstances where Platypet could double evolve.
  • Fixed game crashing if the round time reached over 256 minutes.